/* Copyright (c) <2003-2022> <Julio Jerez, Newton Game Dynamics>
* 
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* 
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 
* 3. This notice may not be removed or altered from any source distribution.
*/

#ifndef _ND_RENDER_TEXTURE_H__
#define _ND_RENDER_TEXTURE_H__

#include "ndRenderStdafx.h"

class ndRenderContext;
class ndRenderTexture: public ndContainersFreeListAlloc<ndRenderTexture>
{
	public:
	enum TextureImageFormat
	{
		m_rgb,
		m_rgba,
		m_luminace,
	};

	ndRenderTexture();
	virtual ~ndRenderTexture();

	static ndSharedPtr<ndRenderTexture> Load(ndRenderContext* const context, const ndString& pathname);
	static ndSharedPtr<ndRenderTexture> LoadCubeMap(ndRenderContext* const context, const ndFixSizeArray<ndString, 6>& pathnames);

	private:
	ndUnsigned64 m_hash;
};

#endif 

